I bought this a couple weeks ago. So far it seems interesting, but I have a question.

Is there any way to texture an object using a texture generated at runtime (instead of just files that are pre-imported?). Specifically, is it possible to use a texture from CanvasSnapshot? Like, let's say I wanted to let the user draw an image, and then plop that texture on a cube. How would I do that? I've tried just putting CanvasSnapshot into the "Load an image file" event, and it doesn't give me the "File not loaded" error I usually get when I don't specify a correct filename, but my texture doesn't show up either

Yanen wrote:I bought this a couple weeks ago. So far it seems interesting, but I have a question.

Is there any way to texture an object using a texture generated at runtime (instead of just files that are pre-imported?). Specifically, is it possible to use a texture from CanvasSnapshot? Like, let's say I wanted to let the user draw an image, and then plop that texture on a cube. How would I do that? I've tried just putting CanvasSnapshot into the "Load an image file" event, and it doesn't give me the "File not loaded" error I usually get when I don't specify a correct filename, but my texture doesn't show up either

Yanen wrote:I bought this a couple weeks ago. So far it seems interesting, but I have a question.

Is there any way to texture an object using a texture generated at runtime (instead of just files that are pre-imported?). Specifically, is it possible to use a texture from CanvasSnapshot? Like, let's say I wanted to let the user draw an image, and then plop that texture on a cube. How would I do that? I've tried just putting CanvasSnapshot into the "Load an image file" event, and it doesn't give me the "File not loaded" error I usually get when I don't specify a correct filename, but my texture doesn't show up either

It is so easy...Just like 2D

Lol, yeah. I just figured out that what I was trying to do is actually possible, I just had the "Emissive" material setting wrong so I was unable to see my texture

who have you emailed? i haven't received any PM's from you on this site. Thank you for the compliment!

@fongka2

Transparent textures are supported, however you must adjust the settings for it to work properly. There is an action for materials where you can control transparency/opacity options. I believe you must enable transparency while leaving the opacity at 100% for the alpha map to work properly. You can also set an alpha test value or a blend mode on the material. Transparency in 3D can sometimes turn out weird because of the way the rasterizer works. Let me know if you need more help!

Tried the "Simple Scene Demo" capx, export to Cocoonjs without minify option enabled and got error. Will you support CocoonJS in next update ?

Supporting CocoonJS is not planned, only web and desktop are supported. The performance of mobile platforms isn't quite good enough with three.js from what i tested/researched to bother putting the work in to support CocoonJS at the time. My policy is to rely on mobile web developers / phone developers to work out their end of WebGL support rather than have constant trouble and endless / impossible work supporting them. This may change in the future but right now its not planned.

Tried the "Simple Scene Demo" capx, export to Cocoonjs without minify option enabled and got error. Will you support CocoonJS in next update ?

Supporting CocoonJS is not planned, only web and desktop are supported. The performance of mobile platforms isn't quite good enough with three.js from what i tested/researched to bother putting the work in to support CocoonJS at the time. My policy is to rely on mobile web developers / phone developers to work out their end of WebGL support rather than have constant trouble and endless / impossible work supporting them. This may change in the future but right now its not planned.

who have you emailed? i haven't received any PM's from you on this site. Thank you for the compliment!

@fongka2

Transparent textures are supported, however you must adjust the settings for it to work properly. There is an action for materials where you can control transparency/opacity options. I believe you must enable transparency while leaving the opacity at 100% for the alpha map to work properly. You can also set an alpha test value or a blend mode on the material. Transparency in 3D can sometimes turn out weird because of the way the rasterizer works. Let me know if you need more help!

nonono...I know how to set object full Transparentbut what i need is part of Transparentlike windows=Transparent,door= not Transparenti made transparent part @ 3dsmaxbut seems not support @ your plugin

I stated instruction on how to allow your textures transparency to work, you need to enable "Transparency" while keeping the opacity at 100%, this should allow your pngs transparenchy to work. This is necessary so that the renderer understands it needs to apply special treatment to that particular material/texture etc. Transparency is supported but tricky, as it requires the rasterizer to do extra work maintaining sort and draw orders. there are alpha test, depth test and depth write settings you can modify to play with how transparency is handled for particular materials.